(08-16-2012 10:18 AM)NathanDetr0it Wrote: Here are a few things I've noticed. A lot of these are situational; more proverbs and definitely not 'ultimatums'.

While I agree on several points I think others are problematic if viewed as guidelines

(08-16-2012 10:18 AM)NathanDetr0it Wrote: * Don't boost Runners.

If you don't want to boost your runners as they are getting killed all the time you might not be using them to their full potential. On several maps there is a sweet spot where you want to have vision by putting a runner fairly close to the opponent but he can just kill it with one of his runners. If instead you boost the runner you force him overcommit with other units if he wants to kill it and you can trade favorably.

I'm a high level gifted (currently on an 8-0 run, so soon to be master) that clawed my way up from Fluffy (my first three matches were league placement game before watching tutorial. Especially in the lower leagues you can throw your opponent off his game by attacking the base with a loan runner. In more advanced games I agree in not attacking the base until victory is imminent, but I think that is horrible advice for beginners

Throwing an early runner against a base is almost always a losing move. The trade just doesn't work out in your favor. Just because there may be players unskilled enough to let you win using that move doesn't mean it's still not a bad move, and one to be warned against.

Understand how fog of war works and how to use it to your advantage. most maps have bottlenecks where only a couple of units can block of a good portion of the map from the enemy.

If they don't know what is back there, they will most likely choose to attack at a different point. this plays to the Art of War adage, appear strongest where you are weak and vice versa.

Also there are several spots where boosted heavies can clog holes and cannot be killed in one turn without sniper, bombshells, or scrambler. keep a medic for healing and a runner for vision (and picking off snipers) behind and you can control a great deal of several maps with very little resources.

If you don't want to boost your runners as they are getting killed all the time you might not be using them to their full potential. On several maps there is a sweet spot where you want to have vision by putting a runner fairly close to the opponent but he can just kill it with one of his runners. If instead you boost the runner you force him overcommit with other units if he wants to kill it and you can trade favorably.

Yeah: I do boost runners, usually > once per game. Like I said, it's more of a situational proverb. Really, I should add right below the "don't boost runners" line another line that says: "Runners and snipers benefit far more from a boost than any other unit" just to illustrate that often the opposite of these proverbs are true.

* Do attack a Base with a non-adjacent Runner if the Base is at 3HP or less.

* Don't attack until victory is certain.

I would summarize it as just don't attack the base until victory is certain, unless you are Adorables and might be able to do a sneaky sniper attack later on!

But I think there often is a benefit to attacking the base (even if victory is not certain), because of the tremendous potential it has to disrupt your opponent's strategy. I would say "don't attack the base unless you can reduce to 3HP or less" is a probably more accurate, but not as straightforward.

I agree with some of these other posters that telling someone to avoid attacking the base "until victory is certain" would lead to overly cautious development, whereas this is a game that generally rewards calculated aggression.